As a result, operating system support isn't really relevant to browser support, since ANGLE will eventually be able to target metal or vulkan on Mac os
One of the difficulties with OpenGL is that it's awfully fragmented and there are many ways to do things that have evolved over time. Learning resources are consequently spread around, and it's really easy to learn suboptimal obsolete ways of doing things.
Contrary to popular belief, OpenGL wasn't never the universal 3D API outside the PC world.
Games consoles and some embedded stuff always favoured their own.
Also the APIs are very low level.
So when you finish doing a scenegraph, font, texture, materials, math, shader management, physics, frame management, UI, Mesh loader, the actual conversion of triangles into pixels is a tiny portion of the overall code.
Even on mobile devices, Vulkan is hardly being embraced by Android developers, because it requires Android 7 or later, while being an optional API, which implies a tiny portion of their customer base.
So very few devices support it, to the point Google doesn't think it is worthwhile to display on Android dashboards.
https://developer.android.com/about/dashboards/
http://vulkan.gpuinfo.org/vulkansupport.php#android_devices
AMD is also busy trying to cater CAD vendors to adopt Vulkan, with initiatives like V-EZ.
https://gpuopen.com/v-ez-brings-easy-mode-vulkan/
However, if you want to be an engine developer, probably it would be better to have Vulkan knowledge than the APIs that everyone else already knows.
Some guys at Khronos sessions (check their YouTube) stated they would favor candidates in interviews in such cases.
For product development, I am a bit fan of middleware where each API is just a tick box away, though.
Every couple of weeks there is a new version, and each card supports a certain minor version.
- 3D geometry (lines, planes, implicit and parametric surfaces)
- basic splines (Bezier, Hermite, maybe NURBS)
- matrix transformations
- rotation via quaternions
- projective 3D geometry
- shading (diffuse, Phong, etc)
- advanced tricks (shadows, reflections, etc)
Once you nail down these topics, the rest is just learning the specific API quirks (memory model, synchronization, etc), be it OpenGL, Metal, DirectX, Vulkan, or whatever comes next in ten years.
Microsoft ported Angle to UWP and last time I bothered to check it wasn't part of desktop bridge.